[FF7PC-98/Steam] Smoother 60FPS Battles (v0.95)

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The camera is running at 30fps, as it does on PSX... one frame dupe.  8)  So that's another bonus.
 
My first order of business once I finish this is to boot up a save near Emerald and just rape his shit.
 
I've successfully made the battle 60fps (completely finished and fully working).  Had to add in my own small hack to make it dupe 3 of 4 frames, but that along with the menu fix I discovered has done it.

I'm happy with the results but also look forward to your interpolated version.   8)
 
I've successfully made the battle 60fps (completely finished and fully working).  Had to add in my own small hack to make it dupe 3 of 4 frames, but that along with the menu fix I discovered has done it.

I'm happy with the results but also look forward to your interpolated version.   8-)
*throws confetti*  Finally making some real progress on my end.  Got held up forever on emerald
 
Is anyone willing to manually fix models?   I'll be doing most of the work, but when I come across some I don't feel like doing they'll go in KNOWN PROBLEMS.  If someone else would like to fix those, let me know.
 
Just when I thought I had seen everything, I am pretty pumped to try this mod. Any plans for 60 fps field/world map?  :wink: ;)
 
Just when I thought I had seen everything, I am pretty pumped to try this mod. Any plans for 60 fps field/world map?  ;-) ;-)
Yes and no.  The method they used to speed down the battle scenes is likely the same thing for the field and world map.  So reverting them back to 60fps will be pretty simple (so to speak). 

However, at this time I have no plans to interpolate and fix the animations used there.  Were I to get some help finishing up the battle side of things...well then maybe we can talk about branching out further. After all, it is likely the field and world map animations are exponentially easier than the battle ones.
 
Write up on the process and I'll jump in, this mod seems like it is gonna be awesome
 
So long as i don't have to buy fancy equipment to generate the animations, I also don't mind trying it out. I get the feeling we won't have as many animations as we have enemies. I'm sure a ton use the same animations (lets hope anyway..)
 
I imagine it is all a matter of quadrupling the number of animation points in kimera, spreading out each instance four frames apart, and improvising the inbetween frames. It's probably a pita but will make everything look much smoother
 
We need a Google sheet so we can see who is working on what model. My question is how many frames are needed to interpolate and how do look chained animations together? If they look to cut apart then we may need to add a help frame. I hope that this won't be needed, because this would slow down the process.

So long as I don't have to buy fancy equipment to generate the animations, I also don't mind trying it out. I get the feeling we won't have as many animations as we have enemies. I'm sure a ton use the same animations (lets hope anyway..)
Haha...   :lol: No it's not that easy. Every enemy has his own set of animations. Something between 10 and 14 animations.  :evil:
But fear not Kimera can interpolate animations in a good manner so only fine adjustments needs to be done. However the save button should be your best friend, I have made the experience that 'Crashimera' doesn't like to play animations of battle models for a longer time.

EDIT:
I have made the sheet
https://docs.google.com/spreadsheets/d/1C7jyrSu4Kmwvyp51eJJIcPGXEX-KZz5GufMEBpUT-EI/edit#gid=0
Send me a PM if you want the link to edit it.
 
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Check the first post for animation files download.

You'll need

Kimera v.97a
ULGP

Instructions
Extract your battle.lgp using ULGP (you can extract them wherever)
Once that's done copy all the files I uploaded into your newly extracted folder and make sure to overwrite
Boot up Kimera.  OPEN MODEL, and pick anything ending in **aa.
In the lower left corner you'll see "battle animation".  At the very bottom you'll see < and >, these let you cycle through the frames of the current animation selected in "battle animation".
0 is the idle animation for every enemy.  These should all be silky smooth, meaning once you reach the very end of the animation, the difference between that frame and frame 0 should be very, very slight.

As for the rest of the animations, I need people to go through every animation frame of every model by holding the > at the bottom of kimera and make sure they aren't doing anything weird (for example: when enemies do tail whips or flips the model usually collides with itself, anything that should rotate like a wheel usually just stutters back and forth)

Please make sure to document EVERY problem you find in the same manner that I did on the first post (HRAA animation 5 frame 37 for example).  If you're good enough with kimera, feel free to fix it on your own.  But if you do decide to fix it, please make sure to send me that model's **da file and don't forget to hit SAVE MODEL.

I've already done AAAA through BNAA, but you're more than welcome to check behind me.
 
I just wanted to clarify, not all animations should be silky smooth during the transition from the final frame to the beginning one.  Only ones that are supposed to loop like idle animations and barret's victory pose.   Some enemies like zemzelett will have 2 idle animations, so you need to have a sharp eye to find which ones they are.

As for me, I'm spending my day burning my old floor and installing the new one.
 
I'm done with BOAA
BOAA - 2 Hands go inside the model starting from frame 7.
            3,6,9,10,13 the wheels twitch instead of roll for all of them

Is this acceptable? because they twitch throughout the entire animation. Otherwise they would be documented like animation 2. Also should i be looking for issues like animation 2? Or should that not matter?
 
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I'm done with BOAA
BOAA - 2 Hands go inside the model starting from frame 7.
            3,6,9,10,13 the wheels twitch instead of roll for all of them

Is this acceptable? because they twitch throughout the entire animation. Otherwise they would be documented like animation 2. Also should i be looking for issues like animation 2? Or should that not matter?
Animation 2 seems fine.  Frame 12 is actually an original frame from the game.  As you go through more models, you'll learn what it is you're looking for.  Small clipping issues like that aren't a problem, it's the big clipping issues that need to be documented and fixed.

Don't worry about posting your findings here, just throw them up on this spreadsheet https://docs.google.com/spreadsheets/d/1C7jyrSu4Kmwvyp51eJJIcPGXEX-KZz5GufMEBpUT-EI/edit#gid=0 as you finish
 
Alright i posted my findings on the spreadsheet, if you want to proof check them and let me know what you find, if nothing out of the notations I've made than i think i know what to do and i'll start more models
 
I won't be checking behind anyone.  If y'all say the model is good, then it's good.  Only thing I'll be doing is going back and fixing all the errors that get reported.   From there will likely be a beta release of everything I, NFITC1, and DLPB have done.   Then we'll go from there.
 
Alright, well I'm fairly certain that the issues I've found weren't issues (such as the hell house having an animation upside down) so i'll continue to work on models. Can't wait til the beta is out!
 
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